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Risujin/Avenger game QVM version 3

Started by Risujin, December 25, 2006, 02:21:20 AM

techhead

I'm playing Tremulous on a Mac!
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TinMan

Linux: ~/.tremulous/base/
Mac: ~/Library/Application\ Support/Tremulous/base/
Windows: C:\Documents and Settings\username\Local Settings\Application Data\Tremulous\base\

NeonPulse
http://neonpulse.net/media/games/tremulous/base/autoexec.cfg

FisherP

Can someone please explain this simply for me. All of TJW's admin work is included with this work, True or False?

To install this work I would need TJW's Tremed and this Game.qvm, True or False?

n00b pl0x

will sort out my sig, or I will get banned.

HOW DO I SORTED SIG?

vcxzet

Quote from: n00b pl0xpost count +1 LOL
you gained +1 n00b point

Risujin

Quote from: FisherPCan someone please explain this simply for me. All of TJW's admin work is included with this work, True or False?
True.

QuoteTo install this work I would need TJW's Tremed and this Game.qvm, True or False?
True.

n00b pl0x

Quote from: vcxzet
Quote from: n00b pl0xpost count +1 LOL
you gained +1 n00b point
:D
will sort out my sig, or I will get banned.

HOW DO I SORTED SIG?

Rev|shadow

hey how do i make my server unlagged??? or i cant make unllaged with this svn ?? i dunno risujin i have played alot in ur games with u and ive been on all ur mods u mined helping me man?? or any one

Risujin

Quote from: Rev|shadowhey how do i make my server unlagged??? or i cant make unllaged with this svn ?? i dunno risujin i have played alot in ur games with u and ive been on all ur mods u mined helping me man?? or any one
This QVM does not come with unlagged.

Rev|shadow

oh ok well can u give me the link to the svn 2 the one befor this one because i tryd to set up my server with this one and the same thing hapends just like death on ice it sais missfound some thing so i just want the link to the second one can i have it plz

Rawr

Can you compile !warn with this? Only, make what the message is customizable >_>

!warn: You have been warned by Rawr
STFU Immediately or GTFO!
:D

FisherP

What version of TJW's work has flood protection. The server I GameOp on installed the latest from tjw's server and it doesn't seem to have the protection enabled.

Additionally is anything going to drastically change if I install your game.qvm? I don't want to break the system if I ask for it to be installed.

Oh a bit of feedback, something which I think could cause some small issues. Another player has found that you can shoot dretches with a goon. We were testing in transit and I was shot about half the length of the train. I was funny but I think with dretch punt, shove, and something else all added up to a balistic dretch. I was later shot through the human base without getting hurt from turrets. Like I said it was funny but I don't think this was an intended feature. PM me if you want to know how to do it.

Risujin

Quote from: FisherPWhat version of TJW's work has flood protection. The server I GameOp on installed the latest from tjw's server and it doesn't seem to have the protection enabled.
tjw does not like the flood protection patch. It is only included in my QVMs.

Quote from: FisherPAdditionally is anything going to drastically change if I install your game.qvm? I don't want to break the system if I ask for it to be installed.
No, it is fully compatible. Although your turrets will load facing the wrong way sometimes. ;)

QuoteAnother player has found that you can shoot dretches with a goon.
You don't need to use dretchpunt with shove, although you can. Disable one or the other via g_dretchpunt 0 or g_shove 0.

FisherP

Quote from: Risujin
Quote from: FisherPWhat version of TJW's work has flood protection. The server I GameOp on installed the latest from tjw's server and it doesn't seem to have the protection enabled.
tjw does not like the flood protection patch. It is only included in my QVMs.


May I ask why? What's wrong with it. We have script kiddies crashing servers ALL the time on our servers, certainly SOME form of flood protection is better than none

Sorry for being a bit slow but is there documentation for ALL these additional variables and settings?

Risujin

Quote from: FisherPMay I ask why? What's wrong with it. We have script kiddies crashing servers ALL the time on our servers, certainly SOME form of flood protection is better than none
I am not tjw, but it seems his approach is to add flood timers to every floodable command ... which is pretty much all of them ...

Quote from: FisherPSorry for being a bit slow but is there documentation for ALL these additional variables and settings?
There was a half-hearted attempt at a wiki... don't think that ever got off the ground. I mention the cvars with every feature I add, check the first post.


Ouranga-thingy

FisherP wrote:
QuoteI was funny but I think with dretch punt, shove, and something else all added up to a balistic dretch.

Probably knockback as well.
worn enemy of the pinky-whitey-thingy

Ouranga-thingy

In my little test server (which is what FisherP is referring to) I turned off the dretchpunt. This was still on from my pre-Risujin's days.  I have now also turned knockback from default 1000 down to 500. I also brought up kickback (which seems to be undocumented) from default 0 to 500 to keep lucijumps .

So now:

g_dretchpunt 0
g_knockback 500 // Default 1000
g_kickback 500 // Default 0

This fixes the lolworthy dretchfling issue, gives kickback for human weapons (which is nice), reduces the knockback for alien attack (which at 1000 was absurdly high), and maintains proper luci jump for non-battlesuits.  Battlesuits continue to have the same lucijump as a croucher, and I like this.

These changes are an improvement to the look and feel without breaking the game, and should be documented as default.

One caveat in regard to gameplay.  Lisks that use grab must learn to follow a little due to knockback, but at 500 and with the grab it is very slight, and often negated by the kickback of the human weapon firing in the other direction.

In similar regards :

I set "g_slapDamage 0", (default 5) - I believe admin commands that cause damage affect gameplay too much. For similar reasons I set "g_slapKnockback 150"  - from the default of 200.

If slapKnockback goes any lower than 150 it barely affects battlesuits, but higher than 150 there is some chance that unarmoured humans will be slapped high enough to sustain fall damage.

I did not turn off the physical effects of slap entirely (as I would have with g_slapknockback 0) because I think admins should be able to slap players out of being stuck behind boxes and things, and also to permit non-kick in-game warnings. This does rely on admin discretion not to use slap when the target human is close to a high dropoff.

I think this game.qvm is good for the game, but it could do with a little finetuning, particularly WRT documentation and default settings. Currently it takes too much trial-and-error to tweak the settings properly.

One great benefit is the flood protection, which prevents the map reset with "relliable command has been cycled out" teamswap flood script - among other things.
worn enemy of the pinky-whitey-thingy

Risujin

Quote from: Ouranga-thingyOne caveat in regard to gameplay.  Lisks that use grab must learn to follow a little due to knockback, but at 500 and with the grab it is very slight, and often negated by the kickback of the human weapon firing in the other direction.
Hmm. I should turn off Basilisk knockback entirely. I keep forgetting to do this because I never play basi...

Quote from: Ouranga-thingyI think this game.qvm is good for the game, but it could do with a little finetuning, particularly WRT documentation and default settings. Currently it takes too much trial-and-error to tweak the settings properly.
Sorry about the poor documentation. Many of these patches came in from Balance mod where they are better described.

FisherP

Quote from: seraphouch, that's not too elegant.

Not necessarily. If someone is sending multiple messages to a server within a given time frame it's flooding. There is two ways to address this.
1) Every command must have a wait period before it's re-sent
2) Count how many times in a period of time the same command is sent.

TJW seems to be taking option 1 and Risujin is taking option 2 either way is a valid approach. Option 1 will require a person to insert a 'wait' statement in thier script for a "OM/RC is down"  message while option 2 can make allowance for it without the wait insert.

FisherP

Risujin,

What I would like to know is how many of the new features in this mod will be included in Trem 1.2? Will the ckit recharge, the new poison system, knockback and kickback? How about the voting for SD, or spectator voting?

techhead

I hope at least something makes it into 1.2
On a side note, remove kickback from people grabbed by Basilisks?
The mass-driver might make escape a little too easy.
I'm playing Tremulous on a Mac!
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Paradox

Risujin, i like your approach, much more than i like any of the other qvm maker's approaces so far. Most of the other guys have only mixed in features they thought were useful, cool, or they liked. They did not add features that other people may have liked, because they didn't like them. You, on the otherhand, added features right and left, and you didn't care weather people liked or disliked them. Keep up the good work.

Also, could you mix in tjw's layout stuff, ya know, the cvar that selects the default one, the entry in maprotation, and the !layout help list needs to be updated, it has no information about !layout list and !layout delete

Also, you mentioned a wiki. Sourceforge provides free hosting, if you talk them into it. We could set up a wiki together, i have experience with MediaWiki.

Finally, you know how i mentioned a new vote system earlier? Well, someone else developed something like it. http://icculus.org/~phaethon/q3a/vote/votebox.html. You could hack up their code and add something like it to trem, but add a flag for vote weight, say % for the flag.

Also, for a client side installation, you could add aliases, vchat system, and shell interpreter

∧OMG ENTROPY∧

Risujin

Quote from: FisherPWhat I would like to know is how many of the new features in this mod will be included in Trem 1.2? Will the ckit recharge,
nope!
Quote from: FisherPthe new poison system,
Already in SVN I think.
Quote from: FisherPknockback
nope!
Quote from: FisherPand kickback?
nope!
Quote from: FisherPHow about the voting for SD,
nope!
Quote from: FisherPor spectator voting?
nope!

Get it while it lasts, folks.  8)

Quote from: ParadoxYou, on the otherhand, added features right and left, and you didn't care weather people liked or disliked them.
My QVMs are the Tremulous melting pot(s). :)

Quotecould you mix in tjw's layout stuff
Next version of !layout will integrate with tjw's layout.

QuoteAlso, you mentioned a wiki.
http://www.tremwiki.com/
A good idea but needs updating...

QuoteFinally, you know how i mentioned a new vote system earlier? Well, someone else developed something like it.
Vote system needs a rewrite to read in a script file that translates \callvote tokens into server commands.

Quotealiases
kevlarman is still adding vstr...

Quotevchat system
This would be nice. You need sound effects for those though.

Quoteshell interpreter
The devs are scared shitless of spam scripts. I can't think of a good reason to have client side scripting personally, so I wouldn't find it worth my bother to take on such a large project. I hear mappers want scripting though, that could be very nice.

techhead

A vchat system is being worked on by the dev's themselves, just look at Overflow's project folder.
Did I ever mention I actually HATE tjw's poison system?
My ideal poison system would be where depending on your armor, you have a variable chance of getting poisoned, similar to where jetpacks don't always fail when taking damage.
No armor 100%
Light armor 60%
Helmet only 80%
Light armor & helmet 40%
Battlesuit 20%
If you do get poisoned, then it deals out consistent 20-30 damage.
I'm playing Tremulous on a Mac!
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Techhead||TH
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Paradox

I dont see why the devs are scared of spam scripts. They already exist. Just write a config file with /say "12345678910111213141516171819202122232425262728293031"; exec spam.cfg. Then whenever a person presses a key bound to /exec spam.cfg, then you get a looping neverending spam bind.

Face it, there are brute method workarounds for scripts, its just easier, cleaner, and nicer if there was a SI.

∧OMG ENTROPY∧

kevlarman

Quote from: ParadoxI dont see why the devs are scared of spam scripts. They already exist. Just write a config file with /say "12345678910111213141516171819202122232425262728293031"; exec spam.cfg. Then whenever a person presses a key bound to /exec spam.cfg, then you get a dropped player because he just went past the end of his 32KByte buffer
fixed
Quote from: Asvarox link=topic=8622.msg169333#msg169333Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
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Warrior

[glow=black,1,300]Warrior[/glow]

Paradox

Risujin, are you using a different version of g_markdeconstruct? It doesnt seem to work, the buildings are deconned instantly, all spawns can be deconned, and things seem to progress normally.

∧OMG ENTROPY∧

Risujin

This QVM is version 848, which predates marked deconstruction. Please look into Avenger's latest patch for that feature. I won't be updating this QVM any time soon (and yes, I know it has bugs...).